• Fallout Thread V30: The universe where everyone is left handed
    5,001 replies, posted
[QUOTE=Janus Vesta;51965027]For energy weapons you can find mid level Gunners all over who have energy weapons, picking up (and optionally dropping) their weapons will give you the ammo from them. Gunner camps usually also have energy cells in cases around the place. I think you can craft ammo with the factory stuff from the Wasteland Workshop DLC, but I've never really used it.[/QUOTE] Yeah but that's a hassle just trying to kill them. Waltzing into their territory right by Goodneighbor the first time I was dancing around grenades, avoiding exploding cars, avoiding the rampant laser fire directed at me. Good thing I had Nick to be my bullet sponge, but I'd like to have ammunition recycling back. I don't have any of the DLC yet, but I see that Wasteland Workshop has a ammunition manufactory
[QUOTE=Janus Vesta;51965078]Weapon crafting wasn't a bad idea. Making every weapon an all purpose gun was. The Pipe weapons should have been the only all purpose guns because they're easy to modify and versatile, but weak.[/QUOTE] Pipe weapons are also easy as fuck to find too while other's are kind of rareish. One thing that I wish FO4 was durability from NV or 3. I forget which.
NV's durability was a little bit slower and more forgiving than 3's. But then again NV had more guns than 3 so things were harder to repair. But then again, NV had jury rigging.
[QUOTE=Xubs;51965317][img]https://68.media.tumblr.com/52316ee68f04ba43484a72632cc21108/tumblr_nl9ytr567J1rh3nzao1_500.jpg[/img] happy Ides of March everyone[/QUOTE] "Thumbs down, you son of a bitch."
[QUOTE=Janus Vesta;51965078]Weapon crafting wasn't a bad idea. Making every weapon an all purpose gun was. The Pipe weapons should have been the only all purpose guns because they're easy to modify and versatile, but weak.[/QUOTE] Weapon crafting is good for something like Borderlands where the mechanics are supposed to revolve around chaos and modularity, but in a shooter or an RPG it makes more sense to have clear and defined choices.
[QUOTE=lintz;51963864]pretty sure they just upscaled all the textures (or reverted them to their original size) with no thought for actual work[/QUOTE] Like how the skyrim ones were just the vanilla textures upscaled, sharpened, and then had a texture overlay slapped over it (The fake factory method?) A lot of the textures in Fallout 4 don't need to be bigger as much as they need less compression.
now on the front page: [t]https://staticdelivery.nexusmods.com/mods/1151/images/22696-4-1489487820.jpg[/t] preston garvey - lore friendly gay cowboy edition
[QUOTE=venom;51966753]now on the front page: [t]https://staticdelivery.nexusmods.com/mods/1151/images/22696-4-1489487820.jpg[/t] preston garvey - lore friendly gay cowboy edition[/QUOTE] Looks like a member of a post-apocalyptic version The Village People.
[QUOTE=tyanet;51966861]Looks like a member of a post-apocalyptic version The Village People.[/QUOTE] there's actually a really strong faction idea in that. they're like The Kings but with Freddie Mercury
[QUOTE=Sgt Doom;51964885]Clean Pip-Boy Screen (still to encounter a retexture for the pip-boy itself I actually like)[/QUOTE] Use [URL="http://www.nexusmods.com/fallout4/mods/20392/?"]Sava41's PipBoy Retexture[/URL] It's scratch made, and it makes the PipBoy look more visually interesting and detailed without deviating too far from it's original design. [t]https://staticdelivery.nexusmods.com/mods/1151/images/20392-1-1480806647.jpg[/t][t]https://staticdelivery.nexusmods.com/mods/1151/images/20392-3-1480806647.jpg[/t]
[QUOTE=venom;51966753]now on the front page: [t]https://staticdelivery.nexusmods.com/mods/1151/images/22696-4-1489487820.jpg[/t] preston garvey - lore friendly gay cowboy edition[/QUOTE] Finally, a reason to use Preston as a companion
Okay I'm 100% sure the person that made sim settlements hate people who build settlements, the plots are 3 and a quarter small squares wide, rather than a standardized whole :v:
[QUOTE=Cone;51966879]there's actually a really strong faction idea in that. they're like The Kings but with Freddie Mercury[/QUOTE] Call 'em The Queens...No no...better yet, The Drag Queens. All males with magnificent mustaches and high heeled stiletto's as far as the eye cannot unsee.
[QUOTE=Vodkavia;51968186]Pipe weapons are a big immersion killer for me. I see how having crudely hand made guns 210 years after the apocalypse makes sense, but why do these weapons seem mass produced? Why do they seem to have a standardized style and interchangeable parts as if they all came from one place? Why is a hand made weapon slapped together by amateur gunsmiths from whatever they could find [I]more modular than a modern day AR15?[/I] To really nail the feel, they should have really made each gun feel like a one off instead of having an weird overarching aesthetic. Also weapon names should really only have the most major modification in their name, the other mods should really be something you spot by examining the weapon. Instead of "Super duper spooper poop scooper hardened automatic 10mm pistol" it should be "Auto 10mm pistol" and oh well I see some extended mags I bet it must have those.[/QUOTE] Honestly, Pipe weapons are dumb no matter from what angle you look at them. In reality, most handmade weapons would be akin to current single-action, break-action, pump-action and bolt-action weapons as they are fairly simple in concept. Semi and automatic weapons would be rarity in actual post apocalyptic settings. You mean a gun that can shoot as fast as I can pull the trigger or fire continuously as I hold down the trigger without having to load each individual round into chamber myself. Holy SHIT! But apparently in Fallout universe anyone can build an automatic gun with just bit of wood, plumbing pipes and wire.
Alright! Finally finished building my automatron provisioners. [IMG]http://i.imgur.com/Gw04XHk.jpg[/IMG] 10 in total maybe will build more, just need a good settlement location that doesn't have the problem of bugged raids like vault 88 does. [I]Raiders spawning in the middle of town is no fun.[/I] There's suppose to be an island that is a good choice from what i've heard?
[QUOTE=Vodkavia;51968186]Pipe weapons are a big immersion killer for me. I see how having crudely hand made guns 210 years after the apocalypse makes sense, but why do these weapons seem mass produced? Why do they seem to have a standardized style and interchangeable parts as if they all came from one place? Why is a hand made weapon slapped together by amateur gunsmiths from whatever they could find [I]more modular than a modern day AR15?[/I] To really nail the feel, they should have really made each gun feel like a one off instead of having an weird overarching aesthetic. Also weapon names should really only have the most major modification in their name, the other mods should really be something you spot by examining the weapon. Instead of "Super duper spooper poop scooper hardened automatic 10mm pistol" it should be "Auto 10mm pistol" and oh well I see some extended mags I bet it must have those.[/QUOTE] If I remember right there is a bit of lore that they apparently got designed pre war by gangs in detroit(?) and the blueprints made it everywhere post war.
I think its implied but never explicitly stated. Also speaking of blueprints, would you guys prefer to buy/find blueprints as opposed to taking crafting perks? Or do you have any other ideas on how recipes should be unlocked? [editline]16th March 2017[/editline] Because the crafting perks are honestly hot garbage, there are too many perks that are simply imperatives.
I like blueprints, mainly because they give an easy way for the modder to add a bit of backstory to the item(s), it also keeps incompatibilities to a minimum for mods changing perks(Like for example I have a mod that has fucked up the quickdraw perk making it show as strength currently, I don't use it so I can't be assed to figure out which one it is :v: )
[QUOTE=Dom Pyroshark;51968399]Honestly, Pipe weapons are dumb no matter from what angle you look at them. In reality, most handmade weapons would be akin to current single-action, break-action, pump-action and bolt-action weapons as they are fairly simple in concept. Semi and automatic weapons would be rarity in actual post apocalyptic settings. You mean a gun that can shoot as fast as I can pull the trigger or fire continuously as I hold down the trigger without having to load each individual round into chamber myself. Holy SHIT! But apparently in Fallout universe anyone can build an automatic gun with just bit of wood, plumbing pipes and wire.[/QUOTE] a simple open-bolt blowback automatic isn't super complex and would probably be fairly easy to find plenty of homemade ones 200 or more years after the apocalypse. hell, looking at guns made by chechen rebels [t]https://img.buzzfeed.com/buzzfeed-static/static/enhanced/webdr02/2012/12/20/13/enhanced-buzz-3529-1356026592-6.jpg[/t] khyber pass copies [t]http://sadefensejournal.com/wp/wp-content/uploads/2013/07/way6.jpg[/t] and australian biker gangs [t]http://www.thefirearmblog.com/blog/wp-content/uploads/2014/04/VD-Siezed-Guns-.jpg[/t] i'd say the homemade guns we see in fallout 4 are way too rudimentary. the pipeguns we currently have should definitely be just simple break or bolt action, but there really should be some higher quality homemade guns in the mix, ones that are definitely more common than prewar guns but aren't the shitty pipe guns we got
I still love how the aussie gang guns are higher quality and more reliable than some real guns :v:
You're talking about a universe where it's not uncommon to come across some random wastelander that knows how to assemble or hack a robot Basic carpentry is still out of everyone's league though
What's the deal with this teddy wright guy in far harbor. I got a quest marker for him but when I try to talk to him he just says I'm a curious specimen and he won't stop following me
I just had one of the best moments I've ever had in gaming, it took place around "Big John's Salvage", there was (In order of running away from) A legendary primus, 2 normal primeuses, roughly 6 normal super mutants, 1 of which had a minigun, a group of Automatron Robots, including a scrap tank bot, a Glowing Deathclaw, a Normal Deathclaw, a Minuteman checkpoint (With some spare X-01 armour thank god) and a glowing yao guai. It ended up in me calling in a vertibird, 2 artillery strikes, a strike from the Yangtze and a flare for Minutemen.
[QUOTE=Ninja Gnome;51969483]a simple open-bolt blowback automatic isn't super complex and would probably be fairly easy to find plenty of homemade ones 200 or more years after the apocalypse. hell, looking at guns made by chechen rebels [t]https://img.buzzfeed.com/buzzfeed-static/static/enhanced/webdr02/2012/12/20/13/enhanced-buzz-3529-1356026592-6.jpg[/t][/QUOTE] I this one some time ago, might end up finishing.
But they can probably find access to surviving factories and furnaces, power plants and whatnot. The NCR have their shit together by this point and are a manufacturing power, and you could assume that other factions could be doing the same. North america is fucking huge, and a smart thing to do before a war is to put some manufacturing where it won't be bombed. Also. [url]http://www.lifehacker.co.uk/2014/08/23/6-ways-remove-rust-just-anything[/url] Of course, that's common sense, and common sense isn't much to find in fallout. A few more bunkers, and much less vaults crazy vaults, would've been great.
[QUOTE=The Jack;51971567]But they can probably find access to surviving factories and furnaces, power plants and whatnot. The NCR have their shit together by this point and are a manufacturing power, and you could assume that other factions could be doing the same. North america is fucking huge, and a smart thing to do before a war is to put some manufacturing where it won't be bombed. Also. [url]http://www.lifehacker.co.uk/2014/08/23/6-ways-remove-rust-just-anything[/url] Of course, that's common sense, and common sense isn't much to find in fallout. A few more bunkers, and much less vaults crazy vaults, would've been great.[/QUOTE] its not even that, look how many pre war machines survived, you dont need to have an intact factory, just scrounge up a few dozen lathes, some metal furnaces, and hydrolic presses and toss the right people, namely vault dwellers at it and you got a factory up and running. the buildings might be bombed and burned out but a lot of the machinery seems to have survived in somewhat working condition especially places where robot guards discouraged looting.
[QUOTE=Sableye;51971765]its not even that, look how many pre war machines survived, you dont need to have an intact factory, just scrounge up a few dozen lathes, some metal furnaces, and hydrolic presses and toss the right people, namely vault dwellers at it and you got a factory up and running. the buildings might be bombed and burned out but a lot of the machinery seems to have survived in somewhat working condition especially places where robot guards discouraged looting.[/QUOTE] The problem isn't the resources, its people being competent. See: the Gun Runners.
[QUOTE=Sableye;51971765]its not even that, look how many pre war machines survived, you dont need to have an intact factory, just scrounge up a few dozen lathes, some metal furnaces, and hydrolic presses and toss the right people, namely vault dwellers at it and you got a factory up and running. the buildings might be bombed and burned out but a lot of the machinery seems to have survived in somewhat working condition especially places where robot guards discouraged looting.[/QUOTE] the fact that there are robots at all kind of tells you all you need to know: if they can survive with no human intervention (eg. codsworth) than surely simple tools like forges and lathes could too with minimal repair also the fact that it's been 200 years is not a negative, the more organised factions should have had time by now to rebuild, relearn how to live in this more primitive world, and build up their tool and manufacturing capabilities maybe, ya know, sweep the floor every now and then instead of wading through trash and debris every day? [editline]17th March 2017[/editline] [QUOTE=gk99;51972252]The problem isn't the resources, its people being competent. See: the Gun Runners.[/QUOTE] plenty of books and holotapes survived. the more organised, established factions like the gunners and minutemen should reasonable capability to specialise and learn this stuff. hell all you need to do is find 1 single ww2-era sub gun in a museum or something and literally anyone with half a brain could figure out how to copy it
[QUOTE=Vodkavia;51971483]I kind of doubt those guns are practical to manufacture in fallout's context. Sure those guns may have been made by people in their backyards with some schematics they got off the internet; but they most certainly required access to power tools and industrially produced pipes, springs, screws and sheet metal. All of those resources would be largely corroded/used up after 210 years of post apocalypse. Khyber pass guns while capable of firing full and semi auto are made of crap metal that can't handle full power loads.[/QUOTE] 99% of those just needs a welder, a lathe, and a drill, something that is shown to exist and work in plentiful amounts in the fallout universe. Also a reminder that there's literally people making power armor still.
[QUOTE=Crimor;51969536]I still love how the aussie gang guns are higher quality and more reliable than some real guns :v:[/QUOTE]Weren't proper machinists and such arrested by the Australian police in connection with their manufacture? iirc the setup they were using to make them was quite advanced.
Sorry, you need to Log In to post a reply to this thread.